Pirate republic
![]() |
Available only with the Golden Century DLC enabled. |
Pirate republic is a form of
republic where power is held by a loose collection of pirate crews.
Factions[edit | edit source]
Main article: Factions#Pirate_republics
The Barbary Corsair idea 7: Board of Captains provides a permanent 0.1 monthly captains influence
Coastal raiding[edit | edit source]
Main article: Naval_warfare#Coastal_Raiding
Pirate republics get an extra source of income by raiding coasts of other non-allied nations (or nations with relations over 100) for ducats and
sailors. Use 3-4 light ships or 4-5 galleys.
War Against the World[edit | edit source]
Pirate republic can enact tier 6 reform War Against the World. This gives the country a casus belli against all other countries and an ability to demand provinces at 0 diplomatic cost.
It also disallows slaves. When a country passes this reform, all its provinces producing
slaves are immediately set to produce
“unknown”. This will also remove any Trade Stations in the province if present, as well as the province modifier “Slave Entrepot”. A new trade good will be randomly reassigned at the beginning of the next month based on the new weights for that province.
Reforms[edit | edit source]
Tier 1: Power structure[edit | edit source]
x | Reform Modifiers | Government Mechanics |
---|---|---|
Pirate Republic |
|
|
Comments: Lots of great bonuses here, can raid, +50% Naval force limit and Has factions stand out. But the +33% capture enemy ship is also good especially in the early game when you dont have much money to build ships (it will usually be transports you capture, but the occasional heavy ship is so sweet). The big drawback of +75% gov cost is no fun, it forces pirate republics to stay as a small to medium seize nation.
Tier 2: Republican Virtues[edit | edit source]
x | Reform Modifiers | Government Mechanics |
---|---|---|
Articles of Agreement |
|
|
Smugglers Haven |
|
|
Council of Captains |
|
|
The Privateer's Way |
|
|
Comments: The privateer's Way clearly gives the best bonuses, but the drawback of not having any allies is harsh when you are small and raid all costal nations. Pick it early when you can't get any good allies anyway and switch to Articles of Agreement for the +0.5 Yearly republican tradition when big nations want to ally you.
Tier 3: Frequency of Elections[edit | edit source]
x | Reform Modifiers | Government Mechanics |
---|---|---|
Frequent Elections | ||
Consolidation of Power |
| |
Formalize the Right of Re-election |
|
Comments: Frequent Elections is the best especially if going totemist. But Consolidation of power is interesting to reduce estates influence fast.
Tier 4: Religion within the Republic[edit | edit source]
x | Reform Modifiers | Government Mechanics |
---|---|---|
Crew before Faith | ||
Complete Religious Freedom | ||
Respect for the Sea | ||
Establish Religious Institutions |
Comments: Establish Relgious Institutions is so much better than the other three. Having cleargy estate is huge.
Tier 5: Regionalism[edit | edit source]
x | Reform Modifiers | Government Mechanics |
---|---|---|
Provincial Governments | ||
Administrative Divisions | ||
Exile Colonial Companies | ||
Cultural Administration |
Comments: Administrative Divisions is the best by far with +250 Gov cap. Perhaps pick Provincial Governmets if you plan on staying small for a long time and change later.
Tier 6: Separation of Power[edit | edit source]
Reform Modifiers | Government Mechanics | ||
---|---|---|---|
Presidential System |
|
||
Attorney General |
|
||
War Against the World Doctrine |
|
|
|
Black Market Consortium |
|
|
|
Pirate King |
|
|
|
Seize Executive Power |
|
|
|
Proclaim Divine Guidance |
|
|
Comments: Easy War Against the World Doctrine for the causus belli. Black Market Consortium and Pirate King could be interesting.
Tier 7: Economical Matters[edit | edit source]
x | Effects | Notes |
---|---|---|
Open Naval Services | ||
A Smuggler's Deal |
|
|
Bounty Hunting |
| |
Empower the Quartermasters |
Comments: Empower the Quartermasters for the burgers estate is super great. Open Naval services might be good is you own lots of provinces with Naval supplies (but you won't probably). Bounty Hunting could be fun if you have 100% chance of Capture enemy ship, but how many nations will have flagships really? Probably England, France, Portugal, Spain, Netherlands, Venice, Genua, Ottomans, Naples, Lubeck?, Denmark. Will there be any flagships outside of Europe? There is no way to see what nations that have flagships in the ledger. Does not seem worth it for a good payout a few times per century mid and late game.
Tier 8: Consolidation of Power[edit | edit source]
x | Effects | Notes |
---|---|---|
Broaden Executive Powers | ||
Devolution of Powers | ||
Expand Buccaneers' Power | ||
Power to the Smugglers | ||
Captains in Charge |
Comments: Hard choice, they are all average. Pick Power to the Smugglers for the +1 Merchant (+25% Ship tradepower propagation is no good). Expand Buccaneer's Power is useless. Captains in charge for the +10% Heavy ship combat ability is alright (fleet movment speed is useless).
Tier 9: Guiding Principle of Administration[edit | edit source]
x | Effects | Notes |
---|---|---|
Political Principle |
|
|
Moral Principle |
|
|
Defense Principle | ||
Military Principle |
|
Comments: All four are usually not great. Moral Principle might be best since pirates probably will have most diplo policies. Military Principle could be even good, but then the pirates must wage more wars than usually.
Tier 10: Electorate[edit | edit source]
x | Effects | Notes |
---|---|---|
Landholders |
|
|
Citizenry |
|
|
Dynastic Rule |
| |
Rule through Loot |
|
Comments: Rule through Loot! What a great pick! Less land attrition, +100% looting speed AND can Raze provinces! With this pirates can both raid AND raze, perhaps the two most OP abilites in the game.
Tier 11: Office Selection[edit | edit source]
Type | Effects | Description & notes |
---|---|---|
Appointment by Committee | ||
Bureaucratic Aparatus | ||
Extended Suffrage | ||
Pirate Council |
|
Comments: Extended Suffrage or Pirate Council. Extended Suffrage is good since pirates probobaly have more diplo policies to choose from and it means more diplo points over. Extended Suffrage for the +0.5 republican tradition, +10% province production from parlament seats plus the parlament subjects (but also a bit of a hassle).
Tier 12: Question of Dictatorship[edit | edit source]
Type | Effects | Notes |
---|---|---|
Strengthen Executive Powers | ||
Reinforce Republican Values | ||
Lower the Black Flag |
| |
Unified Piratical Confederacy | ||
Neutral Ground Policy |
| |
Scourge of the Seven Seas |
|
Comments: Scourge of the Seven Seas for the power projection from raiding. Unified Piratical Confederacy could be great in the late game to negate the +75% gov cost in states when the pirate nation is big. Neautral Ground Policy could be good with many small client vassals, but probably difficult to have more than 5 that is (+20 000 max manpower, +10 000 max sailors, navy tradition +1.25, Naval force limit +10 (perhaps +25 in reality with other bonues from ideas and monuments).
Forming[edit | edit source]
Through event[edit | edit source]
Main article: Piratical_events#Formation_events
Historical and formable pirate republics are tied to their regions and have different conditions to be created. See their pages to find out the specifics.
Releasing a former pirate republic tag as a vassal or through peace deal creates a regular non-pirate country.
List of formable pirate republics[edit | edit source]
Africa
Europe
New World
Asia
Through decision[edit | edit source]
Players can convert their nation to a Pirate Republic if they meet certain criteria. Most importantly, they need to be located on an island or in the Mahgreb.
Hoist the Black Flag
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.33. |
How can laws and civilization compete with freedom and the promise of treasure? It’s time to hoist the black flag and declare a Pirate Republic!
![]() ![]() |
Available only with the Golden Century DLC or the Lions of the North DLC enabled. |
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
Strategies[edit | edit source]
Pirate republics is a very powerful government type that receives huge income during early game from coastal raiding, and an access to early imperialism-like casus belli. Being in Asia provides an extra benefit of being able to cause early collapse of Ming through
devastation caused by coastal raiding. See Emperor_of_China#Mandate
However, it's impossible to get good outcome during Court and Country disaster, arguably making it optimal to switch away from this government type during Age of Absolutism.
War against the world: Pirate Republic Three Mountains (with 100 years left)
privateer trade power = trade power from light ships × (1 + naval maintenance modifier) × (1 +
privateer efficiency)
Maxing
Barque | 2.0 |
Caravel | 2.5 |
Early Frigate | 3.0 |
Frigate | 3.5 |
Heavy Frigate | 4.0 |
Great Frigate | 5.0 |
trade power from light ships: 133%
- +50% - send light ships on privateer mission
- +33% - Doctrine: Merchant navy
- +30% - Maneuver skill 6 of the fleet's admiral
- +30% - Cartagena de Indias Fort System great project in Cartagena
Privateer efficiency: 296%
- +33% - Reform tier 2: Council of Captains
- +50% - Policy Offensive-Exploration: Letters of Marque
- +25% - Enlist Privateers decision (after completing Maritime ideas)
- +50% - Visby great project in Gotland
- +50% - Tortuga island great project in Tortuga
- +25% - Maritime idea 7: Naval Fighting Instruction
- +33% - Espionage idea 6: Privateers
- +15% - parliament debate "Issue Letters of Marque"
- +25% - naval tradition 100%
Example: 10 Caravels with tradepower bonus 123% = 55,75 tradepower.
Privateering efficency 220%
Privateer power = 178,4
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedabsolutism